Payload race questions

Discussion in 'Site Discussion' started by YM, May 23, 2009.

  1. YM

    aa YM LVL100 YM

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    After reciveing such awesome information from Dario Casali about his mapping process such as this http://forums.tf2maps.net/showthread.php?t=5196 I decided to shoot off an email asking if he'd be ok with doing something similar based around plr_pipeline.
    Sure enough he agreed and would be happy to answer any questions we have about pipeline.

    So post them here.
    I doubt his mapmaking process has changed since last time we asked but there are pobably specific areas you might want to know about or perhaps some of the problems faced when thinking up alternatives to standard payload and what else was tried.

    EDIT: here's the first set of questions if you want to know what not to ask :p http://forums.tf2maps.net/showthread.php?t=4755
     
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    Last edited: May 23, 2009
  2. Acegikmo

    aa Acegikmo

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    I'd like to know how they manage to make such open and beautiful maps which can keep a good framerate.
     
  3. The Political Gamer

    aa The Political Gamer

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    I would like to know it they could make doors a one step process instead of 2+ step process.
     
  4. luxatile

    aa luxatile deer

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    I'd like to know the reason behind not having any round time. >.>
     
  5. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Seconded, lol. I would like to know why they decided to have zero setup time on the final stage.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That's easy. Because there is nothing to setup, it's one giant arena for both teams.
     
  7. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    But they could have made it less of an arena, or at least added a bigger starting building.
     
  8. TMP

    aa TMP Abuser of Site Rules

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    I have a serious question/questions.

    Where did they get the idea to use an HUD like they did? Did they start by having the payload stuff work the same way as normal payload but with two bars? Did they start where it rolled back after not touching it for periods of time instead of its current system of rolling down hills?
     
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  9. YM

    aa YM LVL100 YM

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    This. Engage brains people :p
     
  10. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    My question: Will they be implementing features seen in pipeline (As in fast roll back when going up hills) on future standard payload maps?
     
  11. Randdalf

    aa Randdalf

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    Now we have a multi-stage PL Race map, in the style of Gold Rush and Badwater, will we get a single-stage PL Race map?
     
  12. YM

    aa YM LVL100 YM

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    Questions, not requests :p
     
  13. cornontheCoD

    cornontheCoD L7: Fancy Member

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    Think about it. If the stage is that large, it wouldn't work (unless done in the style of stage 3 of pipeline). Both teams would push their carts easily until it got to the middle, and then it would stalemate forever.

    Anyways, my question, which I'm surprised nobody has asked, is:

    What happened with Pipelines crazy development? Why the delay, and why the change to night? Was it originally intended to come out with the scout update?

    Alright, I guess that's 3 questions in 1, but whatever :p
     
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  14. Lord Ned

    Lord Ned L7: Fancy Member

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    Will we see the normal Single-Payload switch over to the Double-Payloads hud? (With the thick bars, the slidebacks, etc)

    Why did they decide to add slidbacks? Was it to add challange and make it easier for the losing team to stop/set back the other team?

    Why is there no explosion at the end of Pipeline? It's just sound and particles which is pretty cool but so lame.
     
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  15. uma plata

    uma plata L6: Sharp Member

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    How did they decide on the reward system for the first 2 rounds? What advantages does the closer start position on the cart have over say, closer spawn location, or some other advantage in round 3?
     
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  16. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Why is there only a particle effect at the ending? :c
     
  17. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You guys forget badwater didn't have one at first? :p I'm sure something is coming... maybe they just wanted to make sure nothing came up that would require brush changes, because otherwise they'd have to re-render the entire animation to account for different collisions.
     
  18. Mar

    Mar Banned

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    Why the decision to have 2 very narrow bridges right next to each other at the final point? Even in theory, let alone practice, it is very easy to snipe and spam whoever is pushing the cart.
     
  19. An Icy Mouse

    aa An Icy Mouse

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    I doubt it, surely they'd have already tested it enough to know there weren't any huge changed needed?
     
  20. DontWannaName

    DontWannaName L3: Member

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    How did you come up with the name pipeline? Signed DontWannaName ;)

    Send it just like that lol.
     
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